This map features new lairs such as Scarab Lair, Harad Tents, Crab Lair, Hornet Hive, and Scorpion Lairs.
The map itself is of considerable size, well optimized, does not crash or lag, vegetation does not disappear when buildings are built, only trees disappear.
Here we use virtually the entire new arsenal of models, ground textures, new water shaders that we previously talked about do not lag, are well optimized and are no worse than the original in functionality, but do not load the system at all.
Reflections do not affect performance in this case, since one square of water shaders occupies only 1 polygon instead of the original 16 polygons.
We'll talk about optimization, its methods, and graphics a little later. All the maps presented on our mod page were made last year.
The original water model has 16 polygons!
The THOA water model for the HOME assembly has only 1 polygon!
Initial weight 4 kb (about 3.4 kb)
Weight after our work is 2 kb (1.8 kb)
We optimize without compromising graphics.
The values are small, but we were able to make buffs and debuffs on triangular polygons, which significantly increased the performance of the mod at the time, everyone knows that due to the effects of treatment, buffs and debuffs, optimization sagged, we fixed this for our project, without ever losing quality. We benefited from our optimization in places from 7 kb to 2 kb
But it was in polygons and performance that we gained more.
This is an example of new water shaders, yes, we have over 120 water shaders and there is something like lava, you can create movement and waves on it.
An example of buff effects, they are made on a model consisting of three vertices (triangl).